With turkomans and similar, is it better to run way or to skirmish when charged by knights etc?
What about shooty heavy cavalry charged by knights etc?
There is no simple answer to this, it so dependant on the situation, quality of shooters and target, etc.
However, one obvious thing is that the closer the chargers are to you the higher their chance of catching you so the more the equation leans to run away.
I was hoping for a more complex answer than that.
Say skilled turcomans versus superior F. armoured knights. Both intact, equal numbers.
At what range would you run away instead of skirmishing?
What probability of being caught do you normally accept?
Assuming the Turcomans are not in skirmish formation and that there is a general present with cards for the knights I would say the threshold is often 3mu. (ie if you are in 3MU run, if not skirmish). Outside of 3 you can totally wiff the shooting (or have your opponent play cards) and roll a 2 for the evade and still get away. If it's absolutely vital your unit survive, the distance becomes 4MU, to allow you to roll a 1. If you are feeling a little more confident you may change the distance to 2 MU.
Never an entirely simple question though
Martin
Early on in the game, I will usually run away if there is any chance of being caught (1 in 6 chance of getting caught happens all the time!).,,. Towards the end of the game I will risk skirmishing if it is going to make any sort of difference or if I am going to get pushed off table anyway.
I might also risk it if I have a good prospect of slowing down my opponent and they have no general to prompt through (or I am certain they might need the cards elsewhere).
Richard
Quote from: LawrenceG on January 18, 2022, 06:26:21 PM
With turkomans and similar, is it better to run way or to skirmish when charged by knights etc?
What about shooty heavy cavalry charged by knights etc?
One fo the great things about the game is there is no universal answer, so need to make the right decisions at the time to balance the odds. So for isntance,
> If you can stay far enough away when they charge skirmish is safe and better
> When they get close enough that they have a decent chance to catch you and you can get away run away is usually better
.> Unless they are already weak in which case might be worth risking a skirmish to finish them off
> or even not shoot and stand because you prefer not to give them +3 on contact
or ....
And the dynamic changes a lot if you are skilled or superior vs experienced and average ... and depending on how many hits needed to slow them down ...
Much subtlety from the simple choice. Hard to get right all the time which is partly why horse archer armies take some skill ...
Enjoy
Si